To be honest, I was hoping you'd steal Mount. Also, I wanted to do more with the bounty counters, but a lack of art for the cards made it nearly impossible. From what I was able to find, there aren't any good images of the Client, and the loyalist Stormtroopers would probably end up as generic soldiers (also way less cool than the Death Troopers). Also, the Mando-equipment has been fixed. Thanks for the feedback!
In terms of the Jedi/Sith question, maybe for the really powerful/ancient ones (Darth Plagueis, for example), but since both the Jedi and Sith are mort about actively enforcing their ideas (creature combat) and not sitting back (planeswalkers), I think most of them should remain as creatures.
Also, warning you now, the Endor set is going to be overwhelmingly green. I'll do my best to get some color variation, but when you're on a forest planet, it's kinda hard to not have mono-green.
jamesbrafin I had a random idea yesterday and I want some feedback on it. Do you think Sagas would work to represent big events like battles? I think I can test the concept with the Battle of Endor. Should I try to implement them into the Mandalorian sets as well?
jamesbrafin Battle of Endor draft is complete! A lot of color-pie-rules had to be broken for flavor reasons, but I did my best to keep them as in-line as possible. Made sure to include both a Plane for Endor and a Saga for the battle itself. Unfortunately nearly no color variation since pretty much everything here is green. Also, I only focused on the planet itself. Did you want me to adapt this to include both the Ewoks and the space battle since both are part of the Battle of Endor?
jamesbrafin No problem man. I've had a lot more time to design since school is all online now and needed a break from my current set, so I figured I'd check over here and see if this was still going. Also, I have a few questions about the future of the set.
What are you thinking as the general playstyle for each of the factions? It helps a lot to have this vision established, especially in a set with multiple designers.
How deep into Star Wars lore are we going with this? Obviously the movies and shows are in. Do games and books also count or should we wait until we get the main set done?
Did we come up with an overarching mechanic for the Force?
Did you want me to set up a "Star Wars the Gathering" Planesculptors account so we can have a centralized hub for all of the sets? It would allow the project to stay pretty clean and it would be an easy way to avoid accidental duplicates.
I know this was a debate earlier, but I think there's some color stuff we need to fix. Bounty hunters probably need black since apart from the Mandalorian, most of them are pretty ruthless and violent. Since mercenaries exist mostly in black already and bounty hunting is basically the Star Wars version of Contract Killing, black would work pretty well there. Additionally, there's an argument to bring blue into the Sith. Since both the Jedi and Sith use the Force and blue is the Force-iest (mind control, moving things, seeing the future, etc.) it gives us a chance to design some more Sith-themed Force cards.
Apologies for the question spam, just want some clarity before I go back and rework the cards I designed (some of the stuff I did was pretty broken and didn't work color-wise at all).
Hello everyone, tonight I found this post and I find it really interesting. I am working on a star wars set since a couple of weeks by myself, entirely focused on the Clone Wars timeline, and I want to share a couple of ideas that I am implementing, that maybe you will find interesting.
(1) Star destroyers and big ships in generals are artifact planeswalkers! This is, in my opinion, extremely flavourful for two reasons: first of all, they can actually move into hyperspace, from one plane to another, and second, most of the time in the movies the characters are attacking these big ships exactly in the same way that creatures attacks planeswalker in the magic classic games.
(2) The way I implemented the force: I feel like the force is a game variable that works similarly to the City's Blessing from Ixalan: something that is active or not, depending on the game status. With this in mind, the mechanic that I choose is this:
"If you are on the dark side, <effect>. (You are on the dark side if you have two or less cards in your hand.)"
"If you are on the light side, <effect>. (You are on the light side if you have four or more cards in your hand.)"
This is very clean and even flavourful when you think about it: siths want to play all the cards the fastest end kinds "enjoy the sins", while jedi, in order to be on the light side, must "resist the temptation" of playing cards. Moreover it is pretty easy to check (just a little count) and leads to interesting choices (like I said, as a jedi will you play your cards or keep an extra land in hand for future activations?). Is worth noting that you cannot be on the darkside and on the lightside at the same time, which is good.
Other ideas are the same discussed and implemented by you: planechase cards and a lot of vehicles (for which I introduced the new keyword <creature-type> crew, e.g. Jedicrew or Droidcrew.
Please let me think if the project is still open, and what you think of these suggestions!